115,649 Commits over 3,959 Days - 1.22cph!
Improved animation transition when deploying parachute quickly after jumping
Show a dedicated first person canopy
Fixed screen shake of any parachute affecting every player in network range
Added debug.spawnParachuteTester
Spawns a bot at the players position + a given height (defaults to 20m), copies the players inventory to that bot, adds a parachute to inventory and deploys the parachute
Handy for testing and target practice
Merge Attack Helicopter -> Main
Fixed regression causing all random variants of the abyss suit to show at once
Reduced attack heli speed and agility
Merge Main -> Attack Helicopter
Switch ParachuteSeat over to SledSeat class for IK handle support (eventually)
Move visual art to the wearable via a new parachute.back.deployed hidden item
Fixed BoneRetarget scripts causing pooling errors
Merge from airpatch_media
Merge HeliDamageTexture -> Main
Fixed DamageRenderer and EmissionToggle scripts not handling the case where a material has other properties set elsewhere. Fixes attack heli headlights and damage texture interfering
Reinstate damage texture for attack heli
Merge from global_networked_bases -> aux2
Merge from main -> global_networked_bases
Overwrite libsqlite3.so if it already exists
Update global_networked_bases/2021
Merge from global_networked_bases -> aux2
Mark if mesh is the highest LOD
Don't scale highest LOD by FOV or quality setting (to ensure all prefabs cull at the same distance regardless of your settings)
Add `supportsComputeShaders` to client performance analytics
Fix menu slider for "building distance" not having correct translate phrase
Fix GPU culling data not being updated when visibility of mesh is changed (to hide windmills & sam site placeholders inside network range)
Fix merge issues on weapon worldmodels
ColliderInfo component missing on most of these
WorldModel component missing on glock and hmlmg
Added `global_networked_bases` convar to disable networking of global building blocks server side
Rocket trail replacements WIP
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Log time taken to send all global entities to players
merge from hold_to_reload
Cleaned up implementation and handled a few extra scenarios.
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Added parachute canopy art